Sid avarage start

1) 960AD
I do my MM thing. I sell some useless buildings. I cancel the Iron Works, because it would finish only long after this game is won. I always like to build that one, but in this case I think we'll need a leader to get there. There's a governor active in Yakutsk, Bactra, and Sidon? I end up with electricity still in 3 turns, but at +124gpt instead of -78gpt. I also do some serious worker crew reorganisation.

Persia has 4 cities left as far as I can see, one of them is on an island. Switch a few builds to galleons.

We have only three armies? Haven't we been at war for a long time? I use one army to kill a rifleman in Tyre. I want to start leader fishing, and find an immortal that I can redline. But we have practically no elites. I find only 2 unused elites... Drastic situations call for drastic measures:

siddrasticspearmanra9.jpg


The new army kills another rifleman in Tyre. A second elite spear kills another immortal, but no luck this time (how can that be?).

IT
The Celts and the Persian sign a trade embargo against us.

Kyoto: Courthouse > Cannon
Barcelona: Galleon > Galleon
Sevilla: Galleon > Galleon
Rostov: Worker > Worker
Edo: Worker > Worker
Akwesasne: Cavalry > Cavalry
Bactra: Worker > Worker
Allegheny: Galleon > Galleon
Oka: Worker > Worker
Bryansk: Worker > Worker
St. Regis: Aqueduct > Cannon
Russia Falls: Worker > Worker
Oil Springs: Cavalry > Cavalry
Mauch_Chunk: Cannon > Cannon
Ignawanda: Worker > Worker
Iron City: Worker > Worker - rail
New Niagara Falls: Worker > Worker
Mauch Chunk: Worker > Worker

2) 970AD
Found Battletown near Tyre. Cavalry army kills veteran rifle and conscript rifle, mounty army kills immortal, and:

sidtyregq3.jpg


Yellowline defenders in Antioch, then:
- lose a 5/5 cav on 2/4 rifleman
- win with 4/5 cav on 2/2 rifleman
- win with 4/5 cav on 4/4 immortal, gain another leader = army
- lose a 3/5 cav on 1/4 rifleman
- win with 4/4 cav on 1/4 rifleman
- win with 4/4 cav on 1/4 rifleman, promotes
- win with 4/4 cav on 1/4 rifleman

sidantiochcy3.jpg


I make the mistake of putting the new army on a galleon, I'll sail it back to be on the safe side.

IT
Ganogeh: Harbor > Frigate
Toledo: Cavalry > Cavalry
Murcia: Cannon > Cannon
NewKyoto: Settler > Settler
Murmansk: Worker > Cannon
Tyendenaga: Cavalry > Cavalry
Samara: Worker > Wealth
Destroy: Settler > Settler
Obliterate: Settler > Settler

Sidon deposes us, no units lost.

The English complete Smith's in Warwick.

3) 980AD
Cavalry army kills 2 riflemen and retakes Sidon with 40g. Lose a veteran cavalry, but the other fights go well, and:

sidpasargadaeoy1.jpg


Use an elite cavalry to kill the last Persian unit in sight, but no leader.

Found another town, other settlers wait near Salamanca.

IT
Celts and France sign an alliance against Egypt.

Electricity comes in, start on Scientific Method.

Salamanca: Cavalry > Cavalry
Kill: Worker > Worker
Seville: Galleon > Galleon
Nagoya: Worker > Worker
Grand River: Cavalry > Cavalry
Gandasetaigon: Marketplace > Library
Smolensk: Library > Cannon
Tver': Worker > Worker
Cattaraugus: Cavalry > Cavalry
Magadan: Worker > Worker
St_Regis: Cavalry > Cavalry
Centralia: Cavalry > Cavalry

4) 990AD
Scientific Method is due in 6 turns at -159gpt, with 1320g in the bank. I switch the pentagon build in Oiogouen to a ToE prebuild. Niagara Falls switches from army to pentagon.

Found another town to fill in the north.

IT
France and Germany sign an alliance against us, but the French don't do much.

Salamanca riots, scroll ahead to fix the rest.

Santiago: Galleon > Galleon
Ergili: Worker > Worker
Kahnawake: Cannon > Cannon
Incense: Cannon > Cannon
Golden Lake: Worker > Cannon

So far for some quiet builder turns... I'll continue tomorrow.
 
I think we do not need Pentagon that much.
Army on Galeons may have only 3 Cavs.
Suppose we will get ToE.
What a plan with research?
France and Germany sign an alliance against us, but the French don't do much.
Really? I thoght WW hit badly then. Also I hope to trade Techs with France....
 
If we're going to make war on the other continent, I definitely want the pentagon to fill the armies once they get across. Using 3-cav armies against the Persian rifles has been scary enough.

This game should last a little while longer, so I'd go for the standard beeline to Hoover. We can probably research RP while ToE finishes (although our prebuild is pretty far along).

Yes, WW hit immediately. What I meant to say is that this time the French didn't have any troops in the immediate vicinity, so no lost towns this time. There are just a few rifles on the northern edge of the land, which I can use for more leaderfishing. :)
 
5) 1000AD
Well, that sure messed up my precious micromanagement. I raise lux to 30% and go over all towns to see the effect. It's not enough for slightly corrupted cities, where raising lux further won't help either. So I decide to make peace with the Egyptians, then get spices from them in exchange for Music Theory and Banking. That improves the situation a bit; we still have 24 entertainers though.

I also make peace with the Germans, to avoid them pulling in any more civs against us.

I then sign mutual protection pacts with the Babylonians (free) and the Celts (have to pay 376g). The Babylonians have wine for sale, but I'll wait one more turn to take those; I think our relationships will improve during the next IT.

There are 4 French units in our territory. I kill 3 of them to leaderfish, but no luck this time. I leave the fourth alive, and rename Battletown:

sidemptytownco5.jpg


I also rush two more galleons in a strategic place.

sidferriesxi3.jpg


IT
Damn, the Celts attack the Babs, so we have to declare on the Celts again, and the MPP with the Celts was for nothing. The Babs do declare on France though. Oh well.

We lose Empty Town as expected, and plenty of French units present themselves to be killed.

Novgorod: Galleon > Galleon
Allegheny: Frigate > Frigate
Skannayutenate: Cannon > Cannon
Chondote: Cavalry > Cavalry
Onnontare: Marketplace > Barracks
Tonawanda: Cavalry > Cavalry
Goigouen: Cavalry > Cavalry
Kente: Cavalry > Cavalry
Kiohero: Cavalry > Cavalry
Owego: Cavalry > Cavalry
Sachalin: Galleon > Galleon

We get another palace expansion.

6) 1010AD
Lose one cavalry, but kill 7 French units. Land 2 armies on the French island.

IT
Germany and Babylon sign on Persia. One of our empty galleons sinks a Persian frigate.

Yaroslavl': Worker > Cannon
Akwesasne: Cavalry > Cavalry
Gayagaahe: Cavalry > Cavalry
Khabarovsk: Worker > Cannon
Mauch_Chunk: Cannon > Cannon
Kawauka: Frigate > Frigate

Gordium flips back to the Persians.

7) 1020AD
War weariness has gone up. The Persians have some money, so I'm tempted to make peace. I first retake Gordium with 155g.

I then make this deal with the Babylonians:

sidbabdealao3.jpg


While I go over my options, I notice the French have a new type of unit:

sidinfantrypb9.jpg


Time for some combat: I lose a 5/5 cav on a redlined rifleman, a second eCav does the job.

A single army kills 3 infantry in Cherbourg, and I take no chances:

sidcherbourgar3.jpg


Kill one infantry in Tours, then the army is too weak to continue, so it pillages a little.

With the deal I made, we're back at positive 23gpt, with SciMeth in 4 turns still. So the war with the Persians continues.

IT
Grand River: Cavalry > Cavalry
Yokohama: Worker > Cannon
Tyendenaga: Cavalry > Cavalry
Gewauga: Aqueduct > Marketplace

8) 1030AD
An 10hp army loses 10hp and dies at Dijon. :(

Killed 12 units this turn, lost 6 (including 4 with the army).

Science goes down another notch, running +105gpt at 50%.

IT
Germany and France sign against Babylon (that'll be the end of Germany probably).

Salamanca: Cavalry > Cavalry
Niagara Falls: Pentagon > Army
Murcia: Temple > Cannon
Allegheny: Frigate > Frigate
Tonawanda: Cavalry > Cavalry
Kahnawake: Cannon > Cannon

9) 1040AD
Finally land an army on the Persian island, there's an English MDI there blocking us (but they'll attack anyway).

Kill 12 units, 3 with elites, 1 loss (vCav on 1hp rifle).

IT
England and Germany sign against Babylon (there go the English).

The 4/4 English MDI defends against a Persian 4/4 LB, and promotes to 4/5. It then wins against a 4/4 rifleman in size 11 Sardis. :eek:

One of our empty galleons sinks a French frigate.

New Salamanca: Aqueduct > Marketplace
Orenburg: Worker > Worker
Caughnawaga: Courthouse > Library
Cattaraugus: Cavalry > Cavalry
Oil Springs: Cavalry > Cavalry
Onnontare: Barracks > Cavalry
Centralia: Courthouse > Cavalry
Owego: Cavalry > Cavalry

Sidon and Tyre riot because quite a few citizens stop resisting.

10) 1050AD
I start killing the usual landing at Persepolis, where the occasional weaker unit can be found. That allows me to do this:

sidancientmwwf9.jpg


Killed 9 units, 4 with elites, no losses.

Rush 2 markets in cities that need them for happiness.

Hand-off notes:
- I've been suppressing resistance with our musketmen, always concentrating a bunch to make it go faster. I wouldn't risk doing that in Persepolis or Antioch until the Persians are gone, because of the flip risk.
- Unused and healing troops are near our capital.
- The Gordium/Tyre area has been the focus of French attention mostly. Landings occur at Persepolis.
- The English MDI should really die next IT, then you can move with the army.
- A galleon in Harbor (the town) can reach the Persian island and drop off units in the same turn.
- We can always use more artillery.
- We have plenty of workers, so I'm only building them in resisting towns, or towns that can't support their population.
- The prebuild is in Oiogouen, and ToE should finish in a few turns. I'd take atomic theory and electronics for Hoovers and trade value, and self-research RP; that'll be faster. We might even extort RP and/or industrialization from the French.
- Worker crews are organized in multiples of 6/12, and are mostly in our core
- Flip risks are enormous, so keep units and especially artillery out of towns that can flip.
- I've filled two armies with 4 units to do some damage to the French; the others should probably stay at 3 units so we can ship them. The MW army might be a candidate to extend with a cavalry.

MM notes:
- Kyoto should fire a specialist in 2 turns to grow right after the settler completes.
- Osaka should (re)hire lots of scientists next turn to speed up research; letting it grow to size 12 doesn't provide any benefit. It only does high food this turn to build up a larger food reserve, should the need arise to run a food deficit in the future.
- The same goes for Novgorod, Edo, Santiago, and Nagoya.
- Skannayutenate should fire some specialists next turn, and can use some worker actions to consolidate it at size 12.
- NewKyoto can hire 2 additional scientists next turn
- St_Regis (with an underscore, near Tonawanda) can also use some worker actions for a couple extra shields.
- Goigouen should fire one specialist once the courthouse completes.
- Kente also needs worker attention.
- Ignawanda should also rush its marketplace.
- Some other towns will complete builds next IT, so the next player will see what to do.
- I've changed scientists to taxmen by cycling forward through cities in the city screen, starting with Salamanca. Be careful when making MM changes, because there is only about a 6 beaker overflow (I always take a few extra just in case). Rostov is the last town where I've made changes.
 

Attachments

Since I. Larkin and ThERat are away, that would make me up. That just won't do, because I just played. :-)

So ignas, I suggest that until either of the other guys is back, you can still take it should you have more time in the days ahead. If not, we'll just put this one on hold for a while. I'm sure it'll be revived quickly when everyone's back.
 
I dowloaded file and may play slow. Say, start today and finish on Friday-Saturday.
Ivan
Edit:Played 1.5 turns. Learned, that we lost reputation, is it local with Celts? We have MPP with Babylons. [What for??], and hude ww from France. Took a risk and made Peace. Rep stays. ToE in 3. What to do? Stop research or what?
 
I'd say all we need is Rep Parts(infantry and artillery) and Nationalism(for Riflemen and Mobilization) as another military tech (motorized transporatation) is miles away. We will win much faster by doing this
 
In what respect did we lose our reputation with the Celts? Can't make trades, treaties?

The MPP with Babylon was to trigger war between them and France. It doesn't tie us into war in any way, is you have noticed after making peace with France.

Here's what I wrote in my hand-off notes: "I'd take atomic theory and electronics for Hoovers and trade value, and self-research RP; that'll be faster. We might even extort RP and/or industrialization from the French." That extortion bit will no longer apply of course...
 
Since rep lost local we may trade RP from France. I think our MPP caused war with Celts when Peace treaty did not expired. Continue tomorrow...
Continue to play. Probably will submit whatever I get (5 turns or so) soon.
Real disaster... 1090 AD
Our MPP trig war vs France again...
So rep lost vs Celts and France now.
WW again.
The only positive thng is Rep Parts, that I got turn before for 699 gpt.
Now "free" Got AT and Electronics.
If anybody wants to play from here it is ok. Or I may play1-2 turns tomorrow.
 

Attachments

I can take the save after you are done with your turns...too jetlagged for now to be able to play today and most likely tomorrow
 
0 1050*AD ""*Peace with France for their gold and MA vs
Celts. Lux to 0
IBT Germany and Celts make embargo vs us.
Persia make MAs vs Babs with England, Germany and Rome. It trigs war vs Rome
Sc met
1 1060*AD ""* Unload troops near Sardis.
IBT England and Germany make MPP.
2 1070*AD "" Brought England vs Celts. Trade Nationalism with MA and back the rest without MA vs Persia. Trade Industrialisation for GPT from France with MA vs Persia. Got Babs cash with MA vs Persia. Kill Sardis.
IBT Germany declares to Celts (ha-ha).
3 1080*AD ""*Regroup*troops and send to another continent.
Trade RP from France for 699 gpt.
IBT Mpp with Babylons trigs war vs France. Now we can’t make a peace… Salamanca riot. Switch Governors everywhere to stop other riots. ToE gives Atomic and Electronics.
4 1090*AD "" Did not play this turn. Dunno, if return Galeons back and kill France?
If will not post tomorrow, TheRat may play from this position.
 
Ok, will start tonight, though I am still a little jet-lagged...

Do we try and take out the French completely? I would try to do so. In fact I had a look at the save yesterday and saw that we have no settlers. Are we trying to keep all cities regardless of the flip risks?

As for research, are we heading for tanks and flight? The game might last longer than that and I would advise to do so. I certainly don't favor a diplomatic victory (which might be tough anyway).
 
Played until start of turn 5 last night. It is slow going against the French, though we will eventually kill them off.

WW is at 50% already, lux set t 30% and still some clowns need to be employed. By the way, MM took a long time inititally as almost every city was set to governor. These guys are terrible at their job and I wonder who we can play sid level and enable them.
Just disabling them and MM everything, research dropped to 6 turns.

Questions now: Are we staying in republic with long drawn wars or are we going back to monarchy? If we stay a republic for good, US is a good wonder to build to reduce WW. Even police stations can help.
 
If we don't think there's a way to fight short wars, then I agree we should go to monarchy again. But maybe we're past the point where monarchy is useful: we should be able to fight shorter wars now that we're becoming much stronger?

I feel that we haven't been playing very consistently as a team. I thought we were going for more military conquest, with the French up after the Persians. If we can all go all out on military, I'm sure our campaigns will go much faster.

I also noticed some governors active during my turns (as noted in my log for 960AD), and I also think they're not very good. We should not neglect to keep micromanagement at a decent level at least. Small things like this can shave off a few turns in a war, reducing the number of turns spent with high WW, making life much easier overall.

I think the French were building US when I was playing, it may be possible to capture it. Police stations are a good idea indeed.
 
I feel that we haven't been playing very consistently as a team. I thought we were going for more military conquest, with the French up after the Persians. If we can all go all out on military, I'm sure our campaigns will go much faster.
Exactly... This MA with Egytians, MPP with Babylons was a "big mistakes" that drove main course out. My mistake was that I did not draw "the course". Francly speaking, I had only preliminary idea about it.
By the way, MM took a long time inititally as almost every city was set to governor. These guys are terrible at their job and I wonder who we can play sid level and enable them.
I did it IBT, in a reaction to the first riot, to avoid next riots. France declared suddenly...
 
1. 1090AD
fire all those governors, why do we enable them, they do a lousy job
rush a few settlers
corporation drops to 6 turns

prepare attack for Tours, clear some French units without leader luck

IT lose 2 muskets and 1 cav in the mountains near Tours

2.1100AD
WW hits badly, we should start the US. I start Hoover in a city that finishes a factory
need to raise lux to 30% and still employ quite a few clowns

attack Tours, lose 1 cav but take city
rail a lot and found a city on the way to Avignon

take out some redlined units, gain an army hat takes out 2 infantry in Avignon
raze it with the MW army that gets another cav inside
found another 2 cities

IT France loses 6 infantry attacking our new cities
Smolensk deposes us???

3. 1110AD
redline some units around, take back Smolensk and heal our armies

4. 1120AD
take Orleans but lose 2 cavs in the process
found 2 new cities and abandon Orleans in the process
pillage French's rubber

redline some units around the frontline and take out 2 infantry
move forward towards Marseilles

IT lose e-cav that was exposed

5. 1130AD
redline French infantry, take out 2 of them with elites and gain another army
attack and raze Marseilles
This allows us to found another 3 cities

prepare for assault on Paris
on the other continent, manage to raze Lindum

IT Germans and Babylon sign peace

6. 1140AD
bombardment of Paris reveals 9 infantry inside
take out 2 of them and bring in more artillery and more cavalry

on the other continent, attack and raze Norwich

IT Egypt and Babs sign peace
renew lux deal with babs to get dyes, give them indust
we get corporation
Tours deposes us


7. 1150AD
I don't know how it is possible, but Tours has 4 infantry inside now
take them all out with cavs as I parked many cannons next to the city, raze it as we don't need that city
bomb Paris again, 7 infantry inside
in the process of taking out the units, while defeating a drafted rifle, get another leader

sid1150ps0.jpg


of course, keep the city as it has Bach's for more happiness
found another city to fill the land

raze Nemausus to create a void on the other continent to heal cavalry

reduce lux to 20%, MM and steel is due in 8

IT our nice MPP requires us to declare war on England
income has dropped by 100gpt

8. 1160AD
we could switch sides and make peace with Celts, they refuse to part with anything though

many armies need to heal, attack Rheims and lose 2 cavs, but manage to raze it

9. 1170AD
attack and take Lyons, from there we can take Grenoble after getting in reach with artillery
found 2 cities to fill the gaps

10. 1180AD
raze Besacon, take Rouen
we don't have any more settlers to fill the gaps, next player to rush some and found next turn
set up attack on Chartres

we should be able to clear our continent next turn
there are 2 galleons to sail over to the small island
we might want to draw Rome into the war in the hope they capture the last French city there

I left the army stack on the other continent alone for the next player to decide where to attack next

By the way, US was only started by France this turn
sid1180vd0.jpg
 
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